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@Document
//
@Text @Begin

@CentredDisplay @Heading {Halls of Hegra - I Nerd Rules - @Date}

#@BeginSections

#@Section @Title {Setup} @Begin
@DP
@Include { setup.lou }
#@End @Section

#@Section @Title {Recruit Defenders} @Begin
@LLP @LLP @LLP @LLP
@Include { recruit.lou }
@LLP @LLP
@BulletList
@ListItem{Healthy Defender : Tired @Sym slash Rest @Sym slash Ready @Sym slash Def Pos}
@ListItem{Injure Defender : use card top to bottom priority, take from @I Tired area then @I Ready area}
@ListItem{Lose Defender : same as Injure but goes into the Reserve}
@ListItem{German : in the infantry is considered as a @I Defender, if cured it goes back into the @I Reserve}
@EndList
#@End @Section

#@Section @Title {Sequence} @NewPage {yes} @Begin
@NP
@LLP
@Include { sequence.lou }
@LLP @LLP
@BulletList
@ListItem{@B {Suspicion check} : 1d6 @Sym greater @I Suspicion @Sym arrowdblright success +1 @I Suspicion, else failure -2 @I Suspicion}
@ListItem{STOP : Suspicion -1}
@ListItem{FIGHT : soldiers @B only, return 1 Patrol @Sym slash Atrillery from the same space, @B{Suspicion check} Injure the Defender on failure}
@ListItem{SNEAK : @B {Suspicion check} : keep moving on success, else Defender @Sym arrowdblright Reserve @Sym ampersand 1 Patrol from the same space @Sym arrowdblright @PatrolBag}
@ListItem{Add German Patrol : row same color as @B Turn track, if @Sym emptyset remove leftmost delivery token, if @Sym emptyset draw from @HitBag}
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